/*
 *  Copyright 2019-2020 Diligent Graphics LLC
 *  Copyright 2015-2019 Egor Yusov
 *  
 *  Licensed under the Apache License, Version 2.0 (the "License");
 *  you may not use this file except in compliance with the License.
 *  You may obtain a copy of the License at
 *  
 *      http://www.apache.org/licenses/LICENSE-2.0
 *  
 *  Unless required by applicable law or agreed to in writing, software
 *  distributed under the License is distributed on an "AS IS" BASIS,
 *  WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
 *  See the License for the specific language governing permissions and
 *  limitations under the License.
 *
 *  In no event and under no legal theory, whether in tort (including negligence), 
 *  contract, or otherwise, unless required by applicable law (such as deliberate 
 *  and grossly negligent acts) or agreed to in writing, shall any Contributor be
 *  liable for any damages, including any direct, indirect, special, incidental, 
 *  or consequential damages of any character arising as a result of this License or 
 *  out of the use or inability to use the software (including but not limited to damages 
 *  for loss of goodwill, work stoppage, computer failure or malfunction, or any and 
 *  all other commercial damages or losses), even if such Contributor has been advised 
 *  of the possibility of such damages.
 */

#include <cstring>
#include <sstream>

#include "GLSLSourceBuilder.hpp"
#include "DebugUtilities.hpp"
#if !DILIGENT_NO_HLSL
#    include "HLSL2GLSLConverterImpl.hpp"
#endif
#include "RefCntAutoPtr.hpp"
#include "DataBlobImpl.hpp"

namespace Diligent
{

const char* GetShaderTypeDefines(SHADER_TYPE Type)
{
    switch (Type)
    {
        case SHADER_TYPE_VERTEX:
            return "#define VERTEX_SHADER 1\n";

        case SHADER_TYPE_PIXEL:
            return "#define FRAGMENT_SHADER 1\n"
                   "#define PIXEL_SHADER 1\n";

        case SHADER_TYPE_GEOMETRY:
            return "#define GEOMETRY_SHADER 1\n";

        case SHADER_TYPE_HULL:
            return "#define TESS_CONTROL_SHADER 1\n"
                   "#define HULL_SHADER 1\n";

        case SHADER_TYPE_DOMAIN:
            return "#define TESS_EVALUATION_SHADER 1\n"
                   "#define DOMAIN_SHADER 1\n";
            break;

        case SHADER_TYPE_COMPUTE:
            return "#define COMPUTE_SHADER 1\n";

        default:
            UNEXPECTED("Unexpected shader type");
            return nullptr;
    }
}

String BuildGLSLSourceString(const ShaderCreateInfo& CreationAttribs,
                             const DeviceCaps&       deviceCaps,
                             TargetGLSLCompiler      TargetCompiler,
                             const char*             ExtraDefinitions)
{
    String GLSLSource;

    if (CreationAttribs.SourceLanguage == SHADER_SOURCE_LANGUAGE_GLSL_VERBATIM && CreationAttribs.Macros != nullptr)
        LOG_WARNING_MESSAGE("Shader macros are ignored when compiling GLSL verbatim");

    if (CreationAttribs.SourceLanguage != SHADER_SOURCE_LANGUAGE_GLSL_VERBATIM)
    {
        auto ShaderType = CreationAttribs.Desc.ShaderType;

#if PLATFORM_WIN32 || PLATFORM_LINUX
        GLSLSource.append(
            "#version 430 core\n"
            "#define DESKTOP_GL 1\n");
#    if PLATFORM_WIN32
        GLSLSource.append("#define PLATFORM_WIN32 1\n");
#    elif PLATFORM_LINUX
        GLSLSource.append("#define PLATFORM_LINUX 1\n");
#    else
#        error Unexpected platform
#    endif
#elif PLATFORM_MACOS
        if (TargetCompiler == TargetGLSLCompiler::glslang)
            GLSLSource.append("#version 430 core\n");
        else if (TargetCompiler == TargetGLSLCompiler::driver)
            GLSLSource.append("#version 410 core\n");
        else
            UNEXPECTED("Unexpected target GLSL compiler");

        GLSLSource.append(
            "#define DESKTOP_GL 1\n"
            "#define PLATFORM_MACOS 1\n");

#elif PLATFORM_ANDROID || PLATFORM_IOS
        bool IsES30        = false;
        bool IsES31OrAbove = false;
        bool IsES32OrAbove = false;
        if (deviceCaps.DevType == RENDER_DEVICE_TYPE_VULKAN)
        {
            IsES30        = false;
            IsES31OrAbove = true;
            IsES32OrAbove = false;
            GLSLSource.append("#version 310 es\n");
        }
        else if (deviceCaps.DevType == RENDER_DEVICE_TYPE_GLES)
        {
            IsES30        = deviceCaps.MajorVersion == 3 && deviceCaps.MinorVersion == 0;
            IsES31OrAbove = deviceCaps.MajorVersion > 3 || (deviceCaps.MajorVersion == 3 && deviceCaps.MinorVersion >= 1);
            IsES32OrAbove = deviceCaps.MajorVersion > 3 || (deviceCaps.MajorVersion == 3 && deviceCaps.MinorVersion >= 2);
            std::stringstream versionss;
            versionss << "#version " << deviceCaps.MajorVersion << deviceCaps.MinorVersion << "0 es\n";
            GLSLSource.append(versionss.str());
        }
        else
        {
            UNEXPECTED("Unexpected device type");
        }

        if (deviceCaps.Features.SeparablePrograms && !IsES31OrAbove)
            GLSLSource.append("#extension GL_EXT_separate_shader_objects : enable\n");

        if (deviceCaps.TexCaps.CubemapArraysSupported && !IsES32OrAbove)
            GLSLSource.append("#extension GL_EXT_texture_cube_map_array : enable\n");

        if (ShaderType == SHADER_TYPE_GEOMETRY && !IsES32OrAbove)
            GLSLSource.append("#extension GL_EXT_geometry_shader : enable\n");

        if ((ShaderType == SHADER_TYPE_HULL || ShaderType == SHADER_TYPE_DOMAIN) && !IsES32OrAbove)
            GLSLSource.append("#extension GL_EXT_tessellation_shader : enable\n");

        GLSLSource.append(
            "#ifndef GL_ES\n"
            "#  define GL_ES 1\n"
            "#endif\n");

#    if PLATFORM_ANDROID
        GLSLSource.append("#define PLATFORM_ANDROID 1\n");
#    elif PLATFORM_IOS
        GLSLSource.append("#define PLATFORM_IOS 1\n");
#    else
#        error "Unexpected platform"
#    endif

        GLSLSource.append(
            "precision highp float;\n"
            "precision highp int;\n"
            //"precision highp uint;\n"  // This line causes shader compilation error on NVidia!

            "precision highp sampler2D;\n"
            "precision highp sampler3D;\n"
            "precision highp samplerCube;\n"
            "precision highp samplerCubeShadow;\n"

            "precision highp sampler2DShadow;\n"
            "precision highp sampler2DArray;\n"
            "precision highp sampler2DArrayShadow;\n"

            "precision highp isampler2D;\n"
            "precision highp isampler3D;\n"
            "precision highp isamplerCube;\n"
            "precision highp isampler2DArray;\n"

            "precision highp usampler2D;\n"
            "precision highp usampler3D;\n"
            "precision highp usamplerCube;\n"
            "precision highp usampler2DArray;\n" // clang-format off
    ); // clang-format on

        if (IsES32OrAbove)
        {
            GLSLSource.append(
                "precision highp samplerBuffer;\n"
                "precision highp isamplerBuffer;\n"
                "precision highp usamplerBuffer;\n" // clang-format off
        ); // clang-format on
        }

        if (deviceCaps.TexCaps.CubemapArraysSupported)
        {
            GLSLSource.append(
                "precision highp samplerCubeArray;\n"
                "precision highp samplerCubeArrayShadow;\n"
                "precision highp isamplerCubeArray;\n"
                "precision highp usamplerCubeArray;\n" // clang-format off
        ); // clang-format on
        }

        if (deviceCaps.TexCaps.Texture2DMSSupported)
        {
            GLSLSource.append(
                "precision highp sampler2DMS;\n"
                "precision highp isampler2DMS;\n"
                "precision highp usampler2DMS;\n" // clang-format off
        ); // clang-format on
        }

        if (deviceCaps.Features.ComputeShaders)
        {
            GLSLSource.append(
                "precision highp image2D;\n"
                "precision highp image3D;\n"
                "precision highp imageCube;\n"
                "precision highp image2DArray;\n"

                "precision highp iimage2D;\n"
                "precision highp iimage3D;\n"
                "precision highp iimageCube;\n"
                "precision highp iimage2DArray;\n"

                "precision highp uimage2D;\n"
                "precision highp uimage3D;\n"
                "precision highp uimageCube;\n"
                "precision highp uimage2DArray;\n" // clang-format off
        ); // clang-format on
            if (IsES32OrAbove)
            {
                GLSLSource.append(
                    "precision highp imageBuffer;\n"
                    "precision highp iimageBuffer;\n"
                    "precision highp uimageBuffer;\n" // clang-format off
            ); // clang-format on
            }
        }

        if (IsES30 && deviceCaps.Features.SeparablePrograms && ShaderType == SHADER_TYPE_VERTEX)
        {
            // From https://www.khronos.org/registry/OpenGL/extensions/EXT/EXT_separate_shader_objects.gles.txt:
            //
            // When using GLSL ES 3.00 shaders in separable programs, gl_Position and
            // gl_PointSize built-in outputs must be redeclared according to Section 7.5
            // of the OpenGL Shading Language Specification...
            //
            // add to GLSL ES 3.00 new section 7.5, Built-In Redeclaration and
            // Separable Programs:
            //
            // "The following vertex shader outputs may be redeclared at global scope to
            // specify a built-in output interface, with or without special qualifiers:
            //
            //     gl_Position
            //     gl_PointSize
            //
            //   When compiling shaders using either of the above variables, both such
            //   variables must be redeclared prior to use.  ((Note:  This restriction
            //   applies only to shaders using version 300 that enable the
            //   EXT_separate_shader_objects extension; shaders not enabling the
            //   extension do not have this requirement.))  A separable program object
            //   will fail to link if any attached shader uses one of the above variables
            //   without redeclaration."
            GLSLSource.append("out vec4 gl_Position;\n");
        }

#elif
#    error "Undefined platform"
#endif

        // It would be much more convenient to use row_major matrices.
        // But unfortunatelly on NVIDIA, the following directive
        // layout(std140, row_major) uniform;
        // does not have any effect on matrices that are part of structures
        // So we have to use column-major matrices which are default in both
        // DX and GLSL.
        GLSLSource.append(
            "layout(std140) uniform;\n");

        if (ShaderType == SHADER_TYPE_VERTEX && TargetCompiler == TargetGLSLCompiler::glslang)
        {
            // https://github.com/KhronosGroup/GLSL/blob/master/extensions/khr/GL_KHR_vulkan_glsl.txt
            GLSLSource.append("#define gl_VertexID gl_VertexIndex\n"
                              "#define gl_InstanceID gl_InstanceIndex\n");
        }

        if (const auto* ShaderTypeDefine = GetShaderTypeDefines(ShaderType))
            GLSLSource += ShaderTypeDefine;

        if (ExtraDefinitions != nullptr)
        {
            GLSLSource.append(ExtraDefinitions);
        }

        if (CreationAttribs.Macros != nullptr)
        {
            auto* pMacro = CreationAttribs.Macros;
            while (pMacro->Name != nullptr && pMacro->Definition != nullptr)
            {
                GLSLSource += "#define ";
                GLSLSource += pMacro->Name;
                GLSLSource += ' ';
                GLSLSource += pMacro->Definition;
                GLSLSource += "\n";
                ++pMacro;
            }
        }
    }

    RefCntAutoPtr<IDataBlob> pFileData(MakeNewRCObj<DataBlobImpl>()(0));

    auto   ShaderSource = CreationAttribs.Source;
    size_t SourceLen    = 0;
    if (ShaderSource)
    {
        SourceLen = strlen(ShaderSource);
    }
    else
    {
        VERIFY(CreationAttribs.pShaderSourceStreamFactory, "Input stream factory is null");
        RefCntAutoPtr<IFileStream> pSourceStream;
        CreationAttribs.pShaderSourceStreamFactory->CreateInputStream(CreationAttribs.FilePath, &pSourceStream);
        if (pSourceStream == nullptr)
            LOG_ERROR_AND_THROW("Failed to open shader source file");

        pSourceStream->ReadBlob(pFileData);
        ShaderSource = reinterpret_cast<char*>(pFileData->GetDataPtr());
        SourceLen    = pFileData->GetSize();
    }

    if (CreationAttribs.SourceLanguage == SHADER_SOURCE_LANGUAGE_HLSL)
    {
#if DILIGENT_NO_HLSL
        LOG_ERROR_AND_THROW("Unable to convert HLSL source to GLSL: HLSL support is disabled");
#else
        if (!CreationAttribs.UseCombinedTextureSamplers)
        {
            LOG_ERROR_AND_THROW("Combined texture samplers are required to convert HLSL source to GLSL");
        }
        // Convert HLSL to GLSL
        const auto& Converter = HLSL2GLSLConverterImpl::GetInstance();

        HLSL2GLSLConverterImpl::ConversionAttribs Attribs;
        Attribs.pSourceStreamFactory = CreationAttribs.pShaderSourceStreamFactory;
        Attribs.ppConversionStream   = CreationAttribs.ppConversionStream;
        Attribs.HLSLSource           = ShaderSource;
        Attribs.NumSymbols           = SourceLen;
        Attribs.EntryPoint           = CreationAttribs.EntryPoint;
        Attribs.ShaderType           = CreationAttribs.Desc.ShaderType;
        Attribs.IncludeDefinitions   = true;
        Attribs.InputFileName        = CreationAttribs.FilePath;
        Attribs.SamplerSuffix        = CreationAttribs.CombinedSamplerSuffix;
        // Separate shader objects extension also allows input/output layout qualifiers for
        // all shader stages.
        // https://www.khronos.org/registry/OpenGL/extensions/ARB/ARB_separate_shader_objects.txt
        // (search for "Input Layout Qualifiers" and "Output Layout Qualifiers").
        Attribs.UseInOutLocationQualifiers = deviceCaps.Features.SeparablePrograms;
        auto ConvertedSource               = Converter.Convert(Attribs);

        GLSLSource.append(ConvertedSource);
#endif
    }
    else
        GLSLSource.append(ShaderSource, SourceLen);

    return GLSLSource;
}

} // namespace Diligent
